UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/EffectBrightnessLevel.cs

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#region === Copyright (c) 2010 Pascal van der Heiden ===
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
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{
internal class EffectBrightnessLevel : SectorEffect
{
// Linedef that is used to create this effect
// The sector can be found by linedef.Front.Sector
private readonly Linedef linedef;
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// Level planes
private SectorLevel toplevel;
private SectorLevel bottomlevel; //mxd
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// Constructor
public EffectBrightnessLevel(SectorData data, Linedef sourcelinedef) : base(data)
{
linedef = sourcelinedef;
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// New effect added: This sector needs an update!
if(data.Mode.VisualSectorExists(data.Sector))
{
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
vs.UpdateSectorGeometry(false);
}
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}
// This makes sure we are updated with the source linedef information
public override void Update()
{
SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector);
if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, false);
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// Create top level?
if(toplevel == null)
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{
toplevel = new SectorLevel(sd.Ceiling);
data.AddSectorLevel(toplevel);
}
// Update top level
sd.Ceiling.CopyProperties(toplevel);
toplevel.lighttype = (LightLevelType)General.Clamp(linedef.Args[1], 0, 2); //mxd
toplevel.type = SectorLevelType.Light;
//mxd. Create bottom level?
if(toplevel.lighttype == LightLevelType.TYPE1)
{
// Create bottom level? Skip this step if there's a different light level between toplevel and bottomlevel
if(bottomlevel == null)
{
bottomlevel = new SectorLevel(data.Ceiling);
data.AddSectorLevel(bottomlevel);
}
// Update bottom level
data.Ceiling.CopyProperties(bottomlevel);
bottomlevel.type = SectorLevelType.Light;
bottomlevel.lighttype = LightLevelType.TYPE1_BOTTOM;
bottomlevel.plane = sd.Floor.plane.GetInverted();
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}
}
}
}